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Rangda's Zeitgeist Campaign (SPOILERS)
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<blockquote data-quote="rangda" data-source="post: 6011081" data-attributes="member: 86125"><p><strong>Z2 2nd Nit</strong></p><p></p><p>Apologies for splitting this but I'm having trouble posting. EnWorld keeps hanging when I try to post.</p><p></p><p>My next nit was the Griffoni scene, which didn't work so well with my group at all. The idea of the scene is fantastic; the wands with all that pyrotechnics going off in the background, the “you'll never know what you get” effect from the wands, definitely designed to be a cool scene. The problem is that the 4e mechanics really don't support it. The wands as written were only +1 to hit, so the sailors had the option of using a wand at +1 to hit or using their crossbows/guns at +8vAC. Now wands are targeting (generally) lower defenses to it's really more like +3 vs. +8 but still that is a 25% drop in accuracy. You'd have to luck into a wand that lets you hit 4 targets to offset the accuracy, and the average damage of 7 on 2d6 isn't all that much better than their crossbow damage of 5. So this turned into a big gun fight (which still made for a very cinematic scene so it all worked OK at the end). But the wands bang for the buck wise didn't seem worth the hundreds of thousands of gold pieces they were supposed to cost. But if I did make them effective they would be way too powerful for the PC's if they decide to try to keep some. It just didn't seem to work. Part of this was my fault; I should have caught this in prep and altered things before hand (instead of in the heat of the battle just not dealing with it). Having the NPC's get “lucky” and having them draw useful wands more often than not would make the wands better; increasing the attack bonus for the NPC's only to +3 would help smooth out the accuracy and I should have done these things. The other problem is the party makup; the wands work best when each side stays on its own ship; but with a melee heavy party they don't get to do much if the fight works that way (which isn't fun for the players). So to make it better for the players I had to let them get stuck in (and they made reasonable choices to make that happen); and once that happens the single target guns become much better than the big areas that are likely to hit your friends. How did this scene go for other groups?</p><p></p><p>EDIT: I had at symbols in the message body and this was giving EnWorld fits.</p></blockquote><p></p>
[QUOTE="rangda, post: 6011081, member: 86125"] [b]Z2 2nd Nit[/b] Apologies for splitting this but I'm having trouble posting. EnWorld keeps hanging when I try to post. My next nit was the Griffoni scene, which didn't work so well with my group at all. The idea of the scene is fantastic; the wands with all that pyrotechnics going off in the background, the “you'll never know what you get” effect from the wands, definitely designed to be a cool scene. The problem is that the 4e mechanics really don't support it. The wands as written were only +1 to hit, so the sailors had the option of using a wand at +1 to hit or using their crossbows/guns at +8vAC. Now wands are targeting (generally) lower defenses to it's really more like +3 vs. +8 but still that is a 25% drop in accuracy. You'd have to luck into a wand that lets you hit 4 targets to offset the accuracy, and the average damage of 7 on 2d6 isn't all that much better than their crossbow damage of 5. So this turned into a big gun fight (which still made for a very cinematic scene so it all worked OK at the end). But the wands bang for the buck wise didn't seem worth the hundreds of thousands of gold pieces they were supposed to cost. But if I did make them effective they would be way too powerful for the PC's if they decide to try to keep some. It just didn't seem to work. Part of this was my fault; I should have caught this in prep and altered things before hand (instead of in the heat of the battle just not dealing with it). Having the NPC's get “lucky” and having them draw useful wands more often than not would make the wands better; increasing the attack bonus for the NPC's only to +3 would help smooth out the accuracy and I should have done these things. The other problem is the party makup; the wands work best when each side stays on its own ship; but with a melee heavy party they don't get to do much if the fight works that way (which isn't fun for the players). So to make it better for the players I had to let them get stuck in (and they made reasonable choices to make that happen); and once that happens the single target guns become much better than the big areas that are likely to hit your friends. How did this scene go for other groups? EDIT: I had at symbols in the message body and this was giving EnWorld fits. [/QUOTE]
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